Welcome PeskyFly,
One of the many things that's great about GC2 is there are lots of ways to play the game successfully. To give you a different perspective, here's how I've been playing Dread Lords lately and why (I'm still learning Dark Avatar).
Race: Yor (max population bonus, max morale bonus, federalist party)
Galaxy Size: Gigantic
Tech rate: Very fast
Stars/Planets/Anomalies: all abundant
All races enabled
Everything goes into offense. The old adage, "the best defense is a good offense" holds very true in this game. I don't use defenses other than shields and the like on my ships/fleets. I don't waste planet tiles on defense buildings. I don't build military starbases or fortify mining starbases. I don't protect planets with ships in orbit. If I need to protect a mining starbase, I park a good attack ship on top of it. Ship production is highest priority followed by economy then research. I feel defenses are too costly for the dissapointing effectiveness.
Mining starbases are critical. I always keep an eye out for galactic resources and grab them as soon as I see them. In the beginning of a game, I build surveyors at the same priority as colonizers. I put only the 7 mining upgrades on mining starbases as soon as I can.
I don't build economy starbases. I don't feel they're worth the effort when there's more beneficial stuff to do. Every now and then I might build one and add a couple starbase factories to boost production on a planet where I need it, but that's usually only 3 or 4 in a whole game.
I generally don't setup trade routes. I research the techs pretty quick for the special projects (especially the Galactic Bazaar), but I don't feel the meager income is worth the effort. If I do set up trade routes, it's for race relations and that's usually in the latter half of the game when building trade ships is not taxing at all.
Most of the time, planets get an even mix of factories, labs, markets, and one farm (if class 11 and above). Higher class planets are dedicated to ship building with all factories. Really high class planets get some labs and markets as well. A few lower class planets are dedicated to special projects with all factories. The lab and factory bonus tiles are the only ones I really care about. I put stock markets on the influence bonus tiles since stock markets have an influence bonus as well as an economy bonus. Farm bonus tiles normally don't get a farm because of the morale problems high populations cause. I put something else on those.
Except for special projects, I don't build influence buildings at all. I try to colonize whole star systems so I don't lose a lone planet to inter-solar influence. If a planet is threatened, I'll build and upgrade an influence starbase next to it. There's a neat little trick to colonize a star system cheaply off a seed planet. I'll leave that to you to figure it out.
I generally don't build morale buildings. They consume tiles and cost resources that can be better used elsewhere. I improve morale by researching entertainment techs, selecting neutral alignment, and building morale trade goods. Most important are the morale mining resources. The exception is population super planets. Those are higher class planets that can spare the tiles for lots of morale buildings and a couple three farms. However, I don't always build them.
I generally set the tax slider to keep overall morale just above the red. If I have a cash crisis, I may radically raise taxes and drop morale deep into the red for short periods (big reproduction hit). When building overall population or stocking troop transports, I may drop taxes to peg morale at 100% for the reproduction bonus. My tax slider gets a lot of play. Careful during election weeks, drop taxes so overall morale is above 50%. Otherwise, your party may lose. Losing that Federalist economy bonus is a hard hit. As far as spending, I generally set it as high as possible.
Well, lots more I could say, but I don't want to make this post any more long winded than it already is.
Have fun!
Your game settings are far from what I'd consider fun for a casual non-Metaverse game. I like my settings to be realistic to some degree: Large empty spaces between stars to simulate the emptiness of space, few stars, and hardly any inhabitable planets, since that seems more realistic. My settings would be:
Race: Terran Alliance (luck bonus, economy bonus, research bonus, universalist party)
Galaxy Size: Large(will move up towards Gigantic later on)
Tech rate: Fast
Stars: Uncommon
Planets: Uncommon
Anomalies: Occasional
Asteroids: Common
All races enabled
Everything goes into offense. The old adage, "the best defense is a good offense" holds very true in this game. I don't use defenses other than shields and the like on my ships/fleets. I don't waste planet tiles on defense buildings. I don't build military starbases or fortify mining starbases. I don't protect planets with ships in orbit. If I need to protect a mining starbase, I park a good attack ship on top of it. Ship production is highest priority followed by economy then research. I feel defenses are too costly for the dissapointing effectiveness.
Same here. My newly redesigned ships using the correct miniaturization rules are purely offensive and use sheer speed as their only defense.
Of course, on your game settings, individual planets are so worthless that you don't have to keep orbital defenses. When TA comes out with it's Immense galaxy setting, having abundant planets will only make each one more trivial and worthless.
As for the military starbases thing, I agree. They're extremely inflexible which makes them a big, expensive weakness that smart opponents can just fly past. I would do the same thing to protect soft targets: keep fast high-offense ships and early warning systems ready to intercept the enemy.
Mining starbases are critical. I always keep an eye out for galactic resources and grab them as soon as I see them. In the beginning of a game, I build surveyors at the same priority as colonizers. I put only the 7 mining upgrades on mining starbases as soon as I can.
I don't build economy starbases. I don't feel they're worth the effort when there's more beneficial stuff to do. Every now and then I might build one and add a couple starbase factories to boost production on a planet where I need it, but that's usually only 3 or 4 in a whole game.
I generally don't setup trade routes. I research the techs pretty quick for the special projects (especially the Galactic Bazaar), but I don't feel the meager income is worth the effort. If I do set up trade routes, it's for race relations and that's usually in the latter half of the game when building trade ships is not taxing at all.
I know mining bases are critical. Do starbases leave behind resources when they get destroyed, or are resources just randomly appearing anomalies?
As for trade routes and econ SBs, they're largely useless in your gigantic-abundant galaxy where you have planets littered around everywhere at your disposal, but not in my settings where each planet is a valuable asset. They're crucial with so few planets, and if the AI doesn't do it, then I get an advantage.
There's a neat little trick to colonize a star system cheaply off a seed planet. I'll leave that to you to figure it out.
Research planetary invasion and park transports ready for unsuspecting alien colonists to come by and have their new planet taken over? Sure, that would be a good alternative to researching extreme colonization early on, but I'd rather colonize normal planets the traditional way.